Closed
Bug 1617785
Opened 4 years ago
Closed 4 years ago
Optimize WebGL draw validation CalcFetchLimits enough that we don't have to cache
Categories
(Core :: Graphics: CanvasWebGL, enhancement, P3)
Core
Graphics: CanvasWebGL
Tracking
()
RESOLVED
FIXED
mozilla75
Tracking | Status | |
---|---|---|
firefox75 | --- | fixed |
People
(Reporter: jgilbert, Assigned: jgilbert)
Details
Attachments
(1 file)
Try's Talos results look promising: +3-5% fps on motionmark
https://treeherder.mozilla.org/#/jobs?repo=try&revision=1acb91cb7a5dae290f76d478d35967cd1161cf6f
I'm going to reprofile locally.
Assignee | ||
Comment 1•4 years ago
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Our goal here is to just be fast enough that we don't need to cache.
Assignee | ||
Comment 2•4 years ago
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I thought I barely changed anything with this small fix-up, but I have test-failures now:
https://treeherder.mozilla.org/#/jobs?repo=try&revision=9183f9aff13e215a48858170c08d07d6455de740
Assignee | ||
Comment 3•4 years ago
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We're up to >10% on Windows, so let's ship it.
https://perfht.ml/2SYknQQ
Pushed by jgilbert@mozilla.com: https://hg.mozilla.org/integration/autoland/rev/57b9344a88a3 Optimize GetDrawFetchLimits and vertexAttribPointer. r=lsalzman
Comment 5•4 years ago
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bugherder |
Status: NEW → RESOLVED
Closed: 4 years ago
status-firefox75:
--- → fixed
Resolution: --- → FIXED
Target Milestone: --- → mozilla75
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Description
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